oosyrag's Recent Forum Activity

  • What do you mean by ghosting? Looks fine to me. Unless you mean that he's grey.

    I see him falling on startup. Not from the very top, but maybe from the middle.

    No idea about the music.

    It will be easier to troubleshoot if we can see your capx.

  • Add an instance boolean variable to player to keep track of InvinciblePowerup - true or false.

    In the event where enemies destroy player on collision, add the condition Player InvinciblePowerup = false.

    Copy that event, change it to true, and change the action to destroy the enemy instead of the player.

  • Looks great!

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  • + System: Every 2 seconds

    ----+ laser: Is visible

    -----> laser: Set Invisible

    ----+ System: Else

    -----> laser: Set Visible

  • Invisible objects are not rendered (but their collisions are processed). Transparent pixels are rendered.

  • It's not a big deal. It was a feature added in construct 3 to make it easier to share events without having to take a screenshot, upload, share, and link to the file. As you become more familiar with the available events, conditions, and actions in general, it should make more sense to you. As you can see, the text representation and the picture basically show exactly the same thing.

  • On "pSwitch" is a function, but you can add whatever trigger you like instead of using a function.

    The "For Each" condition is in system.

    You'll need to add the Timer behavior to your block sprite to get the "Block On Timer" condition.

  • Working on building large levels and had a few questions regarding tilemaps.

    Came upon this old article https://www.scirra.com/blog/ashley/3/te ... ap-tidbits. Looks like tile variations (such as the flowers) break up the draw calls. Does it still work like this?

    Having a significant amount of tile variations would negate the benefits of area optimization, so would it make sense to layer a second tilemap dedicated to variations over the first (or just place individual sprites)? Are blank/empty tiles on tilemaps rendered as transparent pixels as far as fill rate is concerned? That would probably impact performance more than having the additional draw calls.

  • Can you isolate and recreate the issue to share?

    Also have you checked the origin points of your animation frames to make sure they are lined up?

    Edit: It probably does have to do with frame rate. While the leader looks smooth, the distance traveled probably differs per frame, so some frames the recorded distance is slightly farther, and some slightly shorter. The stuttering becomes apparent when you have a reference point such as the follower to the leader (or the viewport, which is following the leader) - If the leader on a given frame is slightly ahead, while the follower on that frame is slightly behind, you'll see a gap widen, and then it pops back as it corrects or overcorrects in the following frame. You can test this by having the viewport follow the follower and see if it starts looking like the leader is stuttering instead.

    As for a solution, I would suggest using the move towards action instead, but that has its own complications like cutting corners and stuttering when catching up as well..

    Edit 2: Also for pixel art, do you have pixel rounding enabled? That is probably the bigger culprit. Try disabling it and see what happens.

  • You can do this with blending modes by pinning the two objects together, using a container might help.

    With plugins, Paster is probably what you are looking for.

  • You could simply use the sprite set position or move at angle actions, using the suitable animation frame to trigger the action (seperate from the button press).

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oosyrag

Member since 20 Feb, 2013

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